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Seele/res/shaders/BasePass.slang
T
2025-05-10 22:52:46 +02:00

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import Common;
import LightEnv;
import MaterialParameter;
import MATERIAL_FILE_NAME;
struct LightCullingData
{
RWStructuredBuffer<uint> lightIndexList;
RWTexture2D<uint2> lightGrid;
};
ParameterBlock<LightCullingData> pLightCullingData;
static const float4x4 biasMat = float4x4(
0.5, 0.0, 0.0, 0.5,
0.0, 0.5, 0.0, 0.5,
0.0, 0.0, 1.0, 0.0,
0.0, 0.0, 0.0, 1.0);
[shader("pixel")]
float4 fragmentMain(in FragmentParameter params) : SV_Target
{
LightingParameter lightingParams = params.getLightingParameter();
MaterialParameter materialParams = params.getMaterialParameter();
var brdf = Material.prepare(materialParams);
brdf.setNormal(normalize(params.normal_WS));
uint2 tileIndex = uint2(floor(params.position_CS.xy / BLOCK_SIZE));
uint startOffset = pLightCullingData.lightGrid[tileIndex].x;
uint lightCount = pLightCullingData.lightGrid[tileIndex].y;
float3 result = float3(0, 0, 0);
for(int i = 0; i < pLightEnv.numDirectionalLights; ++i)
{
float4 lightSpacePos = mul(biasMat, mul(pLightEnv.directionalLights[i].lightSpaceMatrix, float4(params.position_WS, 1)));
float4 shadowCoord = lightSpacePos / lightSpacePos.w;
float shadow = 1.0f;
float dist = pLightEnv.shadowMap.Sample(pLightEnv.shadowSampler, shadowCoord.xy).r;
if (shadowCoord.w > 0 && dist > shadowCoord.z)
{
shadow = 0;
}
result += shadow * pLightEnv.directionalLights[i].illuminate(lightingParams, brdf);
}
for (uint i = 0; i < pLightEnv.numPointLights; ++i)
{
//uint lightIndex = pLightCullingData.lightIndexList[startOffset + i];
result += pLightEnv.pointLights[i].illuminate(lightingParams, brdf);
}
//result += brdf.evaluateAmbient(lightingParams.viewDir_WS);
return float4(result, brdf.getAlpha());
}